Summary of Wu Gang's best practices on mobile online games

Source: Internet
Author: User
The following are some of my own arbitrary statements, which can be used without being clear, but are actually practical. Let's make a reference.

1. Mobile Online Games may not require public beta at all.
If you expect to officially charge fees after Public Beta, you will lose a lot of users. However, the existing monthly subscription or hourly billing model may not be feasible at all.

2. Mobile online game players are simpler than you think. They may not be directed at the game at all.
If you have time to look at some popular search words on the mobile search engine, you may be able to see who is playing your mobile phone game, or who should you play your mobile phone game.

3. Users of mobile online games and Internet games have a low degree of overlap.
Think about it yourself.

4. the adhesion of mobile online games cannot be solved by product scale.
Increasing the product scale to enhance the adhesion of the game is a no return, and years of PC games and TV games have proved this. The increase in the number of mobile online games can improve the gaming experience, but it will inevitably lead to a significant reduction in the user's mobile phone support rate and an increase in promotion costs.

5. Successful mobile online games will inevitably move forwardCommunity.
Is there anyone else playing your game? The retention rate is always a problem you have to face. Let's take a look at how many people have reached a high level in your game. What if they have reached the level? And you can design more levels for those who need them. Or is there anyone playing? The game is a set of rules. Those who make good use of the rules will make users have fun, and the rules established between users are more effective than those you have created.

6. Mobile Online Game promotion does not mean that the number of new users on the day is greater than the number of lost users on the day.
In order to seek the growth of online users or the growth of registered users, it may be possible to increase the intensity of promotion. When new users exceed the loss of users on the day, it will certainly look better in terms of data. But in my opinion, several important indicators of mobile online games must be noticed: number of online users, ARPU value, and retention rate. Online users are related to the popularity of your online games, the ARPU value is related to real income, and the retention rate is related to your promotion cost and income. Retaining a customer always costs less than getting a new user. The reason why users leave is more valuable than making innovations.

7. First design the charging mode and then design the game
CP and SP are often considered in two extreme ways. SP is more about how to make user money, while CP is more about how to make interesting games. In fact, there is no conflict between the two. Starting from CP, if we consider how to charge the product when designing it, I believe it will be more acceptable to users, instead of thinking about how to make money through existing products after the product is finished.

8. promotion channels are related to the quality and composition of your users.
As we all know, there are many promotion methods. According to different promotion channels, the user composition is also very different from the user quality. If the user is a person, there is a difference between people.

9. Do not upgrade mobile online games
If your background technology does not work well and you need to update the jar package every time you upgrade, I advise you to continue upgrading as little as possible. A single upgrade with less than 20% users is considered less.

10. do not register a mobile online game if it is not registered.
Do not overestimate users' mobile phone operation capabilities. They enter more complex letters than you think, and they enter passwords than you think.

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